scholarly journals CADEAU

Author(s):  
Oleg Davidyuk ◽  
Iván Sánchez Milara ◽  
Jukka Riekki

In this chapter, the authors introduce CADEAU, a prototype that addresses these challenges through a unique combination of autonomic mechanisms for application composition and methods for user interaction. These methods differ from each other in the degree to which the user is involved in the control of the prototype. They are offered so that users can choose the appropriate method according to their needs, the application and other context information. These methods use the mobile device as an interaction tool that connects users and resources in the ubiquitous space. The authors present the architecture, the interaction design, and the implementation of CADEAU and give the results of a user study that involved 30 participants from various backgrounds. This study explores the balance between user control and system autonomy depending on different contexts, the user’s needs, and expertise. In particular, the study analyses the circumstances under which users prefer to rely on certain interaction methods for application composition. It is argued that this study is a key step towards better user acceptance of future systems for the composition of ubiquitous applications.

Author(s):  
Tengku Siti Meriam Tengku Wook ◽  
Noraidah Sahari @ Ashaari ◽  
Normala Rahim

The focus of this study is to improve the display platform for the State of Terengganu Virtual Museum System (muziummaya.terengganu.gov.my). The existing virtual museum can be displayed via desktop computing system where information is displayed on-line using features for searching, browsing, and manipulating artifacts and galleries. However, presentation of information on mobile device screens cannot be viewed effectively and is difficult to navigate due to the user's cognitive load. Therefore, this study will establish effective interaction design, taking into account the multi-dimensional context for the design of a user interface via a mobile device in the hopes that users who are students, curators, researchers, and the public can access the virtual museum system via desktop as well as from their mobile devices. This study was conducted in three stages i.e. user requirements analysis, interface design, and usability evaluation. The results of this research is the design of a multi-dimensional user interaction context that meets the display requirements and navigation information for mobile devices.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2018 ◽  
Vol 2 (3-2) ◽  
pp. 188
Author(s):  
Oo Yew Beng Keat ◽  
Noorhaniza Wahid ◽  
Norhanifah Murli ◽  
Rahayu A. Hamid

Augmented reality (AR) is a technology that overlay the computer generated image on real world object. AR has been implemented in various fields and one of the fields is edutainment-based game. Edutainment-based game is a game designed to make the learning process become more fun. Among the edutainment gameplay genre such as tile-matching, action puzzles, traditional puzzle games, and hidden object. However, there are still a lack of edutainment gameplay that utilizes AR technology for hidden object game genre. The hidden object game in the market today does not use 3D scene as their background. Therefore, the objective of this project is to develop an AR edutainment game in 3D scene view by using hidden object puzzle genre. This edutainment game can be used as an alternative edutainment teaching aids in kindergarten and primary school. Player’s enjoyment is measured based on the evaluation of user acceptance level towards the gameplay, functionality and performance level. Results of user testing shows that 67% of the total respondents strongly agreed that this game is enjoying to be played. In addition, there are 53% of the respondents agreed that the game is stable when being played in a mobile device. Next, there are 67% of the respondents agreed that the presentation of the information and instruction are clear.


2021 ◽  
Author(s):  
Joanna Tsai

My project explores the uses of new techniques, colour theories and user interaction design, experimentally deployed through an app experience. Following the theories of X, and by way of example through a low fidelity app prototype, this minimal viable product attempts to address current UI/UX theories and methodologies, while at the same time, trying to address new modes of interface design and user interaction.


2012 ◽  
pp. 969-985
Author(s):  
Floriana Esposito ◽  
Teresa M.A. Basile ◽  
Nicola Di Mauro ◽  
Stefano Ferilli

One of the most important features of a mobile device concerns its flexibility and capability to adapt the functionality it provides to the users. However, the main problems of the systems present in literature are their incapability to identify user needs and, more importantly, the insufficient mappings of those needs to available resources/services. In this paper, we present a two-phase construction of the user model: firstly, an initial static user model is built for the user connecting to the system the first time. Then, the model is revised/adjusted by considering the information collected in the logs of the user interaction with the device/context in order to make the model more adequate to the evolving user’s interests/ preferences/behaviour. The initial model is built by exploiting the stereotype concept, its adjustment is performed exploiting machine learning techniques and particularly, sequence mining and pattern discovery strategies.


Author(s):  
Panu Korpipää ◽  
Jukka Linjama ◽  
Juha Kela ◽  
Tapani Rantakokko

Gesture control of mobile devices is an emerging user interaction modality. Large-scale deployment has been delayed by two main technical challenges: detecting gestures reliably and power consumption. There have also been user-experience-related challenges, such as indicating the start of a gesture, social acceptance, and feedback on the gesture detection status. This chapter evaluates a solution for the main challenges: an event-based movement interaction modality, tapping, that emphasizes minimal user effort in interacting with a mobile device. The technical feasibility of the interaction method is examined with a smartphone equipped with a sensor interaction cover, utilizing an enabling software framework. The reliability of detecting tapping is evaluated by analyzing a dataset collected with the smartphone prototype. Overall, the results suggest that detecting tapping is reliable enough for practical applications in mobile computing when the interaction is performed in a stationary situation.


Author(s):  
Hyowon Lee ◽  
Cathal Gurrin ◽  
Gareth J.F. Jones ◽  
Alan F. Smeaton

This chapter explores some of the technological elements that will greatly enhance user interaction with personal photos on mobile devices in the near future. It reviews major technological innovations that have taken place in recent years which are contributing to re-shaping people’s personal photo management behavior and thus their needs, and presents an overview of the major design issues in supporting these for mobile access. It then introduces the currently very active research area of content-based image analysis and context-awareness. These technologies are becoming an important factor in improving mobile interaction by assisting automatic annotation and organization of photos, thus reducing the chore of manual input on mobile devices. Considering the pace of the rapid increases in the number of digital photos stored on our digital cameras, camera phones and online photoware sites, the authors believe that the subsequent benefits from this line of research will become a crucial factor in helping to design efficient and satisfying mobile interfaces for personal photo management systems.


Author(s):  
Claas Ahlrichs ◽  
Hendrik Iben ◽  
Michael Lawo

In this chapter, recent research on context-aware mobile and wearable computing is described. Starting from the observation of recent developments on Smartphones and research done in wearable computing, the focus is on possibilities to unobtrusively support the use of mobile and wearable devices. There is the observation that size and form matters when dealing with these devices; multimodality concerning input and output is important and context information can be used to satisfy the requirement of unobtrusiveness. Here, Frameworks as middleware are a means to an end. Starting with an introduction on wearable computing, recent developments of Frameworks for context-aware user interface design are presented, motivating the need for future research on knowledge-based intuitive interaction design.


Author(s):  
Dhavalkumar Thakker ◽  
Fan Yang-Turner ◽  
Dimoklis Despotakis

It is becoming increasingly popular to expose government and citywide sensor data as linked data. Linked data appears to offer a great potential for exploratory search in supporting smart city goals of helping users to learn and make sense of complex and heterogeneous data. However, there are no systematic user studies to provide an insight of how browsing through linked data can support exploratory search. This paper presents a user study that draws on methodological and empirical underpinning from relevant exploratory search studies. The authors have developed a linked data browser that provides an interface for user browsing through several datasets linked via domain ontologies. In a systematic study that is qualitative and exploratory in nature, they have been able to get an insight on central issues related to exploratory search and browsing through linked data. The study identifies obstacles and challenges related to exploratory search using linked data and draws heuristics for future improvements. The authors also report main problems experienced by users while conducting exploratory search tasks, based on which requirements for algorithmic support to address the observed issues are elicited. The approach and lessons learnt can facilitate future work in browsing of linked data, and points at further issues that have to be addressed.


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